RakimSockem
RakimSockem
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@AvisDeene said:
I’ll agree to this if Killers can pallet stun Survivors.
Okay but can you actually imagine how funny it would be if the killer who has a whole weapon in their hands, chased the survivors and then instead of swinging through the pallet, decided to drop it on them? The staring contest that would ensue afterward would be amazing XD
I can also imagine Pigs and Ghostface's camping pallets in stealth mode and waiting for survivors to walk through them and pallet stunning them XD
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/186950/we-have-some-programming-gurus-in-the-forums
Lol yes, once I went into an argument with some who was claiming that since bots were in DBD mobile, adding them to the main game was an easy thing to do since "The code is already there, they just need to copy and paste" 🤦♂️
LOLOLOL Oh noooooo.
People really just be pulling suggestions out their ass and know nothing about programming XD
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1581199#Comment_1581199
ruin is a hex, you cleanse it, ruin is gone. That's the requirement, having still the totem lit, great advantage for sure, but still a hex.
as said adrenaline is so strong that its requirements are kinda nullified, it should be the same logic behind hexes, high risk (not being sure to gain advantage from it) high reward, but its rewards are too good.
as said, bt has no requirements, only conditions to be met, i. e. being in the killer's TR. You can give as many extra hits to the people you save as you want, as long as you're in the killer's TR.
LOL what? So having a totem exist which is not something you have to actively do is somehow a requirement but everything I listed for BT which is something the survivor has to actively be away of when using the perk is a condition???
By this new logic you're running (which is totally opposite of your original definition), I can say that being on the ground and not being picked up by the killer is my requirement for unbreakable, because if the killer picks me up, my perk is gone. Just like you saying if a survivor cleanses it, the perk is gone. That doesn't negate the fact that the perk works without you putting in any effort to make it work. You can't just change your definition because the perk can be removed.
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@Zozzy said:
Does it matter?
They never acknowledge SWF as an issue and they are never going to do anything to balance it. Not even by buffing solo players.
- It isn't an issue.
- I'm not sure if I should call this a strawman argument or just completely attempting to change the subject but this isn't a thread about SWF. There's plenty of those in the forums if you want to look for one. The subject is why people ask for ridiculous programming things that they have no understanding of how hard it would be to implement
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1581119#Comment_1581119
requirements=breaking pallets for spirit fury/hooking someone to get pop or bbq
conditions to be met=being slugged to use unbreakable, being injured to use dead hard or being stunned to use enduring.
So by your definition, why did you list Ruin as a perk that has a "requirement"? You don't have to do anything for ruin to activate, it just does.
And like the other person said, Adrenaline requires that you complete all 5 gens.
And then you didn't list BT, but that perk requires you to be in the killer's terror radius which can be negated by so many things (Tinkerer activating, a stealth killer going back into stealth mode, a killer like Deathslinger or Hag with a small terror radius being just far away enough, Insidious, whatever the Plague perk is where hitting the obsession makes you lose your terror radius, being asleep against a Freddy which is still BS, etc)
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Honestly the title alone gave me a good laugh. Thank you because I needed that XD
As far as the idea in practice, I think it'd be hilarious but I doubt it would happen
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If a perk depends on the playstyle of the opposition AND can only be used once, it is not inherently a good perk.
Playing against someone who ignores the 3 other people on the map to tunnel you? Sure it's a great perk for those lovely people (trying not to name call but I think very lowly of players like that)
Playing against a killer like me who will see you, know that you just got pulled, and intentionally ignore you to go after someone else? DS is useless.
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We'll Make It, Spine Chill, Kindred, Small Game
Whispers, Sloppy, Bitter Murmur, Iron Grasp
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She's the strongest camper outside of a face camping Bubba and there's still no true hard counter to camping in this game. At best, you're just going to end up taking the person's spot on hook.
She causes all players to walk instead of running in most games.
Did I mention camping? She can patrol halfway across a map and stop gen progress and still teleport back to a hook or something else she is guarding without even actually being there. She can literally apply pressure in multiple places across a map.
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@YaiPa said:
the major difference is that most killer's meta perks have requirements and need to be worked on (spirit fury, pop, ruin, bbq, and such), while survivors' don't (unbreakable, dh, sprint burst, borrowed time, adrenaline). inb4: conditions to be met and requirements are different things.
Before I even go in on how ridiculous this sounds, what is the difference between "conditions" and "requirements" to you?
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@BigBrainMegMain said:
All "Nerf DS" threads should be automatically deleted or moved to Suggestions.
This.
The perk isn't even that great. There's easily 7 or more perks I can think of that I run before putting DS on.
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@MegHasCuteFeet said:
Removing 20 secs of 1 gen with a restriction vs 120 seconds of invincibility.
But jokes aside...... that's a bs comparison. First of all, idk any survivor perk that stays active for 120 seconds so you lost me there. I'm assuming you're talking about DS which only lasts 60.
Second, you seem to be operating under the premise that DS is the best survivor perk. It isn't. I can think of a list of survivor perks that I would/do run over DS.
Borrowed Time
We'll Make It
Inner Strength
For the People
Saboteur
Lithe
Kindred
(DS fits around here for me. This is where I would run DS if I ever got tired of any of the perks listed above)
DS is totally dependent on the killer you're going against. People who have DS never get to use it against me when I play killer. Know why? Because after I hook someone, I go after the other 3 people in the game. The only time I'll hit someone who was just unhooked is if the survivors do it in my face, and that's just to either get rid of borrowed time and make them mend, or put them on the ground. But I'm not going to rehook them, I'm chasing someone else.
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Since when did For the People give you 120 seconds of invincibility???
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I mainly laugh when Billy mains use it. Like damn, you can't chainsaw correctly or something???
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@EntitySpawn said:
If you can see my profile then you can see my clips and uploads, this can show my killers and the perk builds i run on them which mean you can full on counter certain builds just because. you can also check my time played, overall kills, achievements etc. all of which would show my 3 years of owning the game, all this will do is make people lobby dodge and back out... survivor is already easy, the killer can see the survivors because theyre meant to adjust to the survivors items etc. and the only time killers back out is due to keys, 4man swf or toxic players and i think thats fair reasons, not like lobbies are long.
Right..... because in 55 seconds, I can watch get to your profile, watch your videos, figure out what killer you typically run and what perks you generally use, and then get back to the game and switch up my items and perks to counter that......
Seems legit
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@MegHasCuteFeet said:
https://forum.deadbydaylight.com/en/discussion/comment/1577918#Comment_1577918
The reason why unbreakable is a meta perk is because it synergizes heavily with the best perk in the game.
How does Unbreakable have synergy with For the People???
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Why hasn't this thread been closed yet? XD
Have any mods actually read this mess of a thread????
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Usually because they break forum rules or because they turn into back and forth insult fest that are not productive.
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D on't know
I f you noticed but it's
C razy that you think this
K ind of gameplay is funny or acceptable.
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PC killers are the worst. If you're on console, stay there honestly.
Although the trade off seems to be that console teammates have been utter garbage for me
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Also, I totally thought this was gonna be a thread about the perk "We'll Make It" before I opened it
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How long do you play and do you play both sides.
I've played this game significantly less than I used to, but I do the survivor and killer challenges (done both sides for Level 1 and 2) and I'm around tier 40.
I don't play often but when I do play, I got between 6-10 hours straight
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Also to answer your question, it's because they lack the skill necessary to play the game.
Since I got good at the game, I have never gotten anything less than a 2k and those 2ks are rare. The majority of my games are 3ks with the last person escaping by hatch.
People just won't admit that they aren't as good as they think they are
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@[Deleted User] said:
It's nerf or notihng
I literally came here to say this. Dammit
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This has been my experience for the most part. Of course there are exceptions but when crossplay first got introduced and I went against console killers, the games were so much more chill, less toxicity, less try harding, less tunneling, less camping.
And then I would get a PC killer again and along came the sweat fest.
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Not even going to respond to that first person saying delete hatch and Moris are find. Low quality bait.
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/185913/friendly-reminder-to-players
Death hook moris would make moris pointless. Many mori animations take longer than it takes to hook someone. On top of that you wouldn't be able to gain the benefit of any hook perks like Pop/BBQ/Thrilling, etc. Moris also result in less points than a hook. What you propose would make moris a downside for killers. Here is a better change for moris and keys.
Fix moris by doing this:
- Make yellow Mori base kit. It's fun and changes nothing. If you are the last survivor and downed you are gonna die anyway.
- Make green and ebony Mori work off a token system. Every time a survivor is hooked you gain 1 token. Every time a generator is completed you lose 1 token. Once you have 3 tokens you can spend them to Mori 1 survivor.
- Green Mori still allows 1 kill
- Ebony Mori allows 2 kills, but at the start of the trial, the generator furthest from the killer is automatically completed.
- Moris are no longer secret.
You fix keys in a similar way:
- Keys can no longer be found in chests.
- Keys only allow 1 survivor through then the hatch closes.
- The key now has an animation and timer for opening. 5-10 seconds.
- Once the hatch has been opened by a key it can't be opened again for 60 seconds.
- If a survivor dies on hook while carrying a key it is removed from the trial.
This makes it so that survivors can gen rush a mori and take away their moris. It also means that killers who play badly wont get rewarded with a mori. It fixes keys by making it so you cant RNG one in the game. If you see a key, you can prepare for it and you have a way to eliminate it from the game without a perk. It also makes keys not a free escape for an entire team. It creates some interesting plays where a survivor on death hook might give their key to another survivor who is not to keep the key in the game. It also makes mori a bit fun because you will now see one in every 4k game, so killers who don't use moris might actually see the animations once in a while.
I can't get behind that key nerf. The numbers are utterly ridiculous. If you're going to remove them from chest then there's no reason multiple people shouldn't be able to escape. If I bring in an item that cost me 7k BP (and we all know getting BP as survivor is the worst), it better do more than just let me out and it's ridiculous that I would have to sit there for 5-10 seconds to use it. It's a key. It goes in the lock and you turn it. 3 seconds would be a maximum. Anything more is absurd
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1570493#Comment_1570493
If you fast vault a window as soon as your feet touch the ground you are safe if a killer hits you at that time they have bad wifi or vpn.
I'm pretty sure you also have to step away from the window after the vault to be considered safe. Just landing means you're still by the window
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@mostlyghostly said:
I keep seeing posts of games by good streamers where they get gen-rushed and completely lose the match. Lots of the comments just say that the killer in question should just 'pressure the gens' and then point out every small mistake the killer makes and blames that for why they lost the game.
This is very unfair because these survivors expect us to make 0 mistakes the whole game or we lose. Playing killer at the moment is so stressful because you have to be using your time extremely efficiently or all the gens pop instantly. It's not good for the balance of the game when making a few small mistakes will lose you the game as killer, but as survivor you have access to perks like DH that allow you to recover from a mistake so easily.
Most killers can't be in multiple places at once, and the killers that are just M1 killers with no map mobility literally can't do anything at all against a competant team.
The problem is, BHVR won't balance the game around the potential that good survivors have, because most survivors simply are very bad. THey balance the game around rank 10-15 claudettes who hide in bushes. It's a tough situation for them.
"THey balance the game around rank 10-15 claudettes who hide in bushes"
Right..... that's why BBQ, Nurses Calling, Whispers, Stridor, Infectious Fright, Hex Undying (shows where you are just by being close to a totem), and all these things exist. To make the game for fair for those pesky 15 Claudettes who hide in bushes.... -_-
We got ourselves a regular old Sherlock over here, Mystery solved, case closed, check and mate.
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@stkelsiej said:
https://forum.deadbydaylight.com/en/discussion/comment/1105052#Comment_1105052
My game crashed and I got booted... so now I'm waiting? Seems legit.
That's not what happened to the OP. They def disconnected intentionally.
I've had it happen where my game crashed but that's entirely different and Peanits was addressing what the OP said which basically amounted to "wahh wahh DC"
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@EntitledMyersMain said:
From my experience, and watching streamers/content creators; when good killers run into baby survivors, the killer players often let the survivors escape, or at least let the last one get hatch.
Meanwhile, I have seen and gone against rank 1 survivors that when going against a bad killer, they will teabag in the middle of a chase, loop the killer for years, teabag at the gates, stay behind the killer the whole match, juke the killer into oblivion, farm their teammates, etc.
This game is so weird
It happens on both sides. My friends and I have played in a SWF against a baby killer when all of us were either red or purple ranks. I mean like a blatantly obvious baby killer. This was back when the messed up MMR system was in and was throwing sheep to the wolves. The moment we noticed the lack of skill on their part, we just rushed gens, got items from chests and left the match. They're not really fun to play against.
Hell, I had a Myers chase me around Ormond in tier 1 the entire match. I thought he had scratched mirror but then he finally hit tier 2 at the end of the match on someone else.
Likewise, I've seen killers completely destroy survivor teams with 0 gens completed. Total noobs and no mercy was shown. People were slugged and tunneled. It happens on both ends of the game.
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@InnCognito said:
I agree that there is an issue with this game where the majority of perks for rank 1-8 gameplay contribute NOTHING to the match for the killer. once a person plays against coordinated SWF teams. They can play through about ANYTHING and abuse the killer. Here is what my list looks like, for perks I have crossed out. and even then, good teams still counter them EASILY.
https://us.v-cdn.net/6030815/uploads/FOHI2UKUBYEH/august-2020-dead-by-daylight-viable-perks.jpg
Now do the same for survivor perks. I bet you'll find most of them are literal trash OR can be played around as well
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Lmao, the killer echo chamber is strong with this one. Thank you Scott for pointing out the many misplays he made.
Like, True played like a yellow rank killer this game. That's why he lost. What else were the survivors supposed to be doing while he's chasing one person and camping the basement literally the entire match. He left that area maybe TWICE after a full 3 and a half minutes.
If the killer isn't going to bother coming after me, I'm doing gens.
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Not sure if it counts as a cooldown but the Pebble perk is the worse offender of this.
You need a full 45 seconds in the killers terror radius without getting in chase, just to throw a pebble.
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@Warcrafter4 said:
Survivor perk:
Sell sword: Through your pact with the entity it empowers you and the killer this trial.
:Empower the Killer's attacks with mangled for 60 seconds if their attacks already inflict mangled from their own loadout or another Sell Sword their attacks now also inflict blindness for 40 seconds.
While you have a status effect other then broken or madness you will gain a stacking 20% altruistic healing speed increase for each status effect. You ignore negative healing rate modifiers while under a status(Including self inflicted ones).
Sounds like a killer perk to me XD
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@ohheyitsbobcat said:
I have quite a few clips saved but I think this one is my favorite.
https://www.youtube.com/watch?v=mW7B_CT6ZRg
I also enjoyed this one for normal reasons.
that one in the basement would have made me so angry XD
And that second one is hilarious
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LOL nevermind scratch that. There was this fun one.
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Gotta go with these two for now. I usually have my funniest matches off stream sadly XD
https://www.twitch.tv/rakimsockem/clip/FriendlyJazzyChimpanzeeBIRB?filter=clips&range=all&sort=time https://www.twitch.tv/rakimsockem/clip/ImpossibleHonestParrotRalpherZ?filter=clips&range=all&sort=time -
When you come into a thread expecting it to actually be about accessibility for color blind people but it's just someone ranting about how they don't like crossplay.........
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I mean..... all things considered, that's about as close as you're going to get to the original while still fitting Claudette's character.
Claudette is not going to go around with a thong showing. Her skin isn't that light. And the body type of the original just isn't Claudette.
They clearly could have done the hood on since they managed to create Bunny Feng so idk why they changed that, but that's a pretty decent job on adapting that drawing to fit Claudette and who she is as a person.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/185640/i-want-the-thong-in-claudettes-new-skin
...i hope you either get mori spammed or looped to hell whichever you main...
MVP right here for this comment XD
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@Snitz said:
Can you stalk someone with spine chill though?
You can stalk someone who is sprinting so...... yes. Just because they know you're coming doesn't mean you can't find and stalk them
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1561359#Comment_1561359
@Endersan @Technician19XX Anyway, I'm going to stray off-topic here, but I'd like to discuss balancement issues with the guys in here. I would normally open a new discussion, but I've been there, done that, and people in this forum tend to only criticize things that would be unfavorable for their "faction", without even giving proper examples or explaining why it would be a bad thing. And that is because, normally, there is nothing taken into account, other than their own satisfaction. Take your time though, because it's going to be a long ride. I'll split the points into survivors and killers, to give a better reading experience. Would like to hear some thoughts, especially from the two guys I mentioned, since they are among the few I met on these forums who have proven to actually use some rational thought and constructive criticism.
-|SURVIVORS|-
- Decisive Strike and Dead Hard should go, or they should be reworked so that DS is deactivated if you start working on gens or get fully healed (maybe one OR the other), and DH does not go off cooldown instantly while hooked, maybe even adding other 20 secs of Exhaustion. If it stays, it should also become somewhat more consistent, because I keep being hit mid animation since crossplay came out, while still becoming Exhausted.
- Hits through windows and on the other side of pallets should not happen, if the survivor is already running, which means he completed the animation and was out of the killer's reach. I even had players hit me on the other end of the pallet, which was already used, all while they got stunned and teleported on the side I was, but even further than where I was standing.
- Flashlights, keys and toolboxes should be limited to one per match. This means that, of the 4 survivors in the match, only one can bring a key, only one can bring a toolbox and only one can bring a flashlight. Items in chests would still remain as normal, same for medkits.
- Survivors should be shown how many totems are still up on the map, possibly by placing a candle shrine in the basement, as someone already suggested. This could also lead to killers taking them by surprise and hooking them in the basement.
- Gen rushing should be reduced by implementing something like parts to find, perhaps only for the last 2 gens. Somebody already proposed that, though he suggested to do that for all gens.
- If the killer is anywhere near a certain radius of the hooked survivor, unless there are other survivors really close, the hooked survivor should not lose any health until the killer goes away. That radius means that he should not be so close as to be instantly ready to hit another survivor who comes in to unhook. The radius would be distance based, not terror radius based. Boom, got rid of camping (not a "strategy", since a strategy involves reasoning and planning). Of course, this would not apply to EGC.
- This isn't really survivor only or killer only, but some maps, like Yamaoka Estate, have horrible and very few pallets. Those maps should receive some more of them, while still acting like what I described in the first killer point.
- Exit gates should be farther from each other, so that survivors have at least a slight chance at escaping, if the hatch is closed and they are left on their own. Not really sure if that is something possible, but I'd like a system that keeps track of points earned. If you are the last survivor and did not, at least, complete a gen and a safe unhook, the hatch will not spawn for you. And I said spawn, so keys would not help. If it already spawned and you didn't do both of those things, it disappears. If you are quick enough to go for it with a key before the other survivor dies, though, you get to escape. Can't prevent everything, can we? Oh, and keys in the hands of a survivor who dies on the hook would vanish from the trial.
-|KILLERS|-
- So, first things first, I feel like there should be no Bloodlust for killers. The presence of BL alone favors endless chases, which is what I also call tunneling (coupled with ending a chase to start another with an injured guy who was just unhooked). As we all know, infinite loops have been finally removed from the game, a while ago, which was mainly the reason for BL to exist. The removal of BL should also lead to less pallets, while still having no more than a single pallet in almost every area of the map, so there are no dead zones. But no areas with double pallets. This would mean, for instance, that there should be no areas like The Game's basement (but there, you have the basement, so those pallets should stay, to prevent tunneling at least a little). Maybe even show auras of pallets to other survivors the moment they get dropped, to give them some info SWF already has (I would also be into removing SWF altogether or limiting the party size to 2 people).
- NoeD should get no move speed bonus and, as somebody else suggested, only activate on the condition that no more than 3 survivors have been hooked (if the survivor was the same one all 3 of those times, the same applies).
- On the killer side, you can only use Ebony Mori if the survivor is on the LAST hook, if he has been hooked twice before that. If he got to second phase on his first hook, you will have to hook him. If he gets downed after the first hook, you cannot mori him. The same would apply to Pyramid Head's Final Judgement. Also, PH should not be able to have Moris, since he has one built into his kit. Moris different from the Ebony would retain their features.
- Spirit would have to be reworked in a way that does not make her "unfair" for survivors. She can be countered, not going to deny that, though it is mainly based on luck, guesswork and meta perks like Iron Will. Every killer should have a way to counter their power even without perks. I'm ok with her retaining her map pressure though. Maybe give her a much longer cooldown, if she is to remain like she is now.
- Instadowns need to go, or be reworked in some way, depending on the killer, so that they cannot be abused (unless they come from perks, like Haunted Grounds or Devour Hope). Huntress would lose Iridescent Head. Billy would have to wait 1:30 (duration is debatable) minutes between a succesful Chainsaw slash and another, while still retaining the newly introduced overheat mechanic. Same for Leatherface, who should have 2 charges instead of 3 and a cooldown of 40 seconds (also on successful chainsaw hit), to make up for the fact that he does not have as much map pressure as Billy. Myers should have the EW III effect active for 40 secs instead of a full minute, and the Iridescent add-on Fragrant Tuft of Hair should make it last longer, not forever (like 1 min and 20 secs). Ghostface can remain as is, maybe get some form of increased lunge. Oni is also ok as he is. While is not an instadown, Freddy should see his power charges reduced to 6/8 for Dream Snares and 4 for Dream Pallets, so he should be some more strategic and not spam pallets everywhere.
- In general
If we are to keep crossplay between all platforms other than mobile, console should be brought on par with PC, as far as frames go. Especially considering the fact that the upcoming graphical update could make the situation even worse. Guess that's all, for the moment. Hope nobody sees me as being too killer-sided or survivor-sided, since I had enough points for both roles. Though I reckon that is going to be a huge gamble, knowing this community.
I'd be interested if you started a whole new thread on this because it does kinda take away from the subject at hand. Plus I feel like most people here are pretty lazy and won't even read that whole thing because it's pretty long
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Honestly, I would just pick Huntress and either use map offerings or hope you get a nice open map. Stand on top of a hill or somewhere that has decent vision of most of the map and just chuck hatchets at anyone you see.
As a survivor main, if I saw a Huntress doing this, I would stand still and let them have target practice (after getting at least 2 gens done to make sure we have a chance of getting out if they decide to start hooking people) Any survivor main that passes up opportunities to meme is boring XD
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1561068#Comment_1561068
So has Ash Williams but he's in the game. Plus they've never tackled anything like the Entity.
Not sure how far you are into the show but they've gone up against literally Greek Gods, Lucifer, and actual "God" of that universe. Unless the Entity is on the level of God with a capital G, Sam and Dean wouldn't be worried XD
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I''ve also noticed there's absolutely no Zarina daily. Or at least I haven't gotten one since her release. Not sure about Nancy, Steve, or Cheryl. I honestly think they forgot to add survivors after the Ghostface chapter into the rotation because I never see their names come up.
Also haven't seen a Pyramid Head on so maybe they just forgot everyone XD
But yeah, I do think the game sees what side you play most and then gives you challenges for the other side. I typically delete the Nurse, Demo, and Spirit ones because I don't mess with them. I'll do Huntress, Myers, and Legion if I have to. Sometimes Trapper if I feel like being patient enough
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@Flatskull said:
Because SWF bust the game and has always done so. No one likes playing against them. This is universal. Go play in your own lobby in kyf if it's really about playing with your pals and leave the solo's alone.
No one complains about healing yourself, using flash lights or doing gens. You're full of it.
Killers complain mostly about DS because of the locker plays or the unbreakable plus ds combo that basically creates a can't pick them up and can't leave them scenario. I personlaly have nothing against DS.
Instant hatchete huntress is widely condemned by the killer community openly as broken. They've been complaining about her Iri head being silly with the infantry belt combo for ages and she needs an add on update.
Maybe actually look around the forum before you complain about what other people opinions are.
Ummmm I need you to do just like a page or 2 of scrolling and you will find:
- Someone complaining about Desperate Measures (the new survivor healing perk)
- Someone complaining about gens, being "genrushed" (aka survivors focusing their objective)
- Flashlight complaints are rare now but they happened before and if you stick around long enough, you'll probably see them again,
Doesn't matter WHY killers are complaining about DS. So what if they jump in a locker? Grab them and eat it. Who cares if they purposely run at you. That's a sign that they want to be hit and picked up. Slug them. If they hop on a gen and you find them, either slug them or eat the DS.
I've played 4 killer games this morning so far. Someone had DS in every game and I never got hit with it. Do you know why? I target different people intentionally and I'm not trash
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I love some people's bias. It's wild how people twist things.
"Oh the survivor was wrong because they led you to the killer. You're not at fault because you're just doing your job."
Ummmm, pretty sure they had to follow the survivor to the locker (not killing the Kate), hook the other survivor, and then admittedly let the Kate go. None of that was accidental. It was coordinated between the Kate and the killer. Both of them are in the wrong
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They should also make a Weak Knees status where if survivors crouch too much, their knees start to hurt and they have to lay down for 3 minutes
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5-10 minutes tops. Anything longer is boring